﻿using System;
using System.Collections.Generic;

[Serializable]
public class Need : PropertyBase
{
    public const string key = "Need_";
    public PropertyValue<object> doubleHit = new PropertyValue<object>(0, key+"doubleHit");
    public PropertyValue<object> superArmor = new PropertyValue<object>(0, key + "superArmor");
    public PropertyValue<object> floatingSpace = new PropertyValue<object>(0, key + "floatingSpace");
    public PropertyValue<object> fall = new PropertyValue<object>(0, key + "fall");
    public PropertyValue<object> hardStraight = new PropertyValue<object>(0, key + "hardStraight");
    public PropertyValue<object> repel = new PropertyValue<object>(0, key + "repel");
    public PropertyValue<object> poisoning = new PropertyValue<object>(0, key + "poisoning");
    public PropertyValue<object> vertigo = new PropertyValue<object>(0, key + "vertigo");
    public PropertyValue<object> confusion = new PropertyValue<object>(0, key + "confusion");
    public PropertyValue<object> fear = new PropertyValue<object>(0, key + "fear");
    public PropertyValue<object> hide = new PropertyValue<object>(0, key + "hide");
    //方便管理 如果重新定义此属性，则要重写GetPropertyList方法，否则无法通过多态获取
    //protected List<PropertyValue<object>> propertyList;
    public Need()
    {
        propertyList.Add(doubleHit);
        propertyList.Add(superArmor);
        propertyList.Add(floatingSpace);
        propertyList.Add(fall);
        propertyList.Add(hardStraight);
        propertyList.Add(repel);
        propertyList.Add(poisoning);
        propertyList.Add(vertigo);
        propertyList.Add(fear);
        propertyList.Add(confusion);
        propertyList.Add(hide);
    }
    ////重写父类方法
    //public override List<PropertyValue<object>> GetPropertyList()
    //{
    //    return propertyList;
    //}
}